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About IainC

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  1. Procedural Galaxy

    Just for ref, it won't run for me -- missing d3dx10_43.dll. Also, a 7z inside a zip forwhy?
  2. A few tier-1 account numbers left

    I have no clue [b]whatsoever [/b]as to what you're talking about, but just wanted to point out one of your links is broken.
  3. DX11 Models for exercises

    Here are [url="http://graphics.stanford.edu/data/3Dscanrep/"]some popular high-poly test meshes[/url]. As for loading the things, your choices as ever are to [url="http://en.wikipedia.org/wiki/Wavefront_.obj_file"]reinvent-the-wheel[/url] or [url="http://assimp.sourceforge.net/"]embrace the middleware[/url] ;)
  4. Get the Hertz outa here

    Ah, gotcha now after the edit! OK, the numbers[] array you're getting back IS the frequency data. Each cell in that array corresponds to the amplitude of the frequencies in that particular bin. A bin in this case is a little sub-band of audio frequencies. So, assuming each bin is 1Hz wide (is that the case? Not sure..), you could check the value of numbers[170] to get the amplitude of the 170Hz component, and compare that to other components. For your example use case, you could check all array cells between 100 and 150 and find an average amplitude; then do the same for cells 170 to 220, and compare the two averages amplitudes. Whether this will actually WORK to discriminate male and female voices is a different matter
  5. Get the Hertz outa here

    Hi jp, Extracting frequency info from the raw amplitudes is, I'm afraid, not a trivial problem. You need to do a Fourier analysis (FFT) on the data. For you though it IS trivial, because you're using Unity -- happy day! You just need to check out AudioListener.GetSpectrumData(), which gives you an array of amplitudes of different frequency bands. Ideas for procedurally-generated-from music race games.... HTH.
  6. Using blender and TAO Framework

    I'm still using Tao, even though it's been superseded by OpenTK. For asset import, I get decent results using the [url=http://code.google.com/p/managed-assimp/]managed-assimp[/url] wrapper to [url=http://assimp.sourceforge.net/]Assimp[/url]. File format support is [url=http://assimp.sourceforge.net/main_features_formats.html]impressive[/url], and the system mates easily to either an immediate mode implementation or a vertex array/VBO technique. If you pm me an email address, I can happily send you my relevant C# classes.
  7. Quake/Doom BSP Library for C++?

    You might find Irrlicht's BSP loader a bit easier going that id's; it's pretty readable.
  8. [quote name='JBourrie' timestamp='1307319274' post='4819917'] It's basically a big timeline, and game logic happens by jumping around between frames. [/quote] - Negative; that was a case a few years ago however. To the OP: Look at Flex. Seriously.
  9. New to programming. Need some help.

    No, they said: Quote:Minecraft uses a voxel engine instead of the usual polygon engine.
  10. New to programming. Need some help.

    With respect, a 3D grid to store level data != voxel rendering. Minecraft uses a conventional polygon renderer.
  11. I'm not a game programmer...screw games

    It's good to read such encouraging replies to the OP :) I think what you're hearing there, mate, is a whole chorus of people who know EXACTLY how you feel. Hope you get through the wall and stick with it.
  12. I've found the BurningVideo software renderer rather instructive; it's part of Irrlicht so the full renderer source is available as part of the core Irrlicht source package.
  13. New to programming. Need some help.

    Actually; voxlap isn't written in qbasic, the full latest version is available with full source, and Minecraft is not using a voxel engine :D It uses polygon cubes in a regular polygon engine; not the hardest thing to get going once you're got the basics down. I believe Minecraft's written in Java, but you might like to check out XNA, a free game development environment from Microsoft. It involves programming in C#, which is a little easier to learn than Java IMHO and a lot easier to learn than C++. There are loads of XNA tutorial series around; pick a couple you like the look of and get stuck in. Remember, start simple -- get a couple of 2D games under your belt first :)
  14. What you're describing would be a close spiritual successor of the MUSH philosophy (sadly declined since asset requirements became more than text descriptions and a few lines of script), and for that I heartily encourage you!
  15. Give HGE a look: http://hge.relishgames.com/ Regards, Iain